u/Delicious_Light_4716

More Modifier Ideas

+10% - Item Roulette - Your items randomly change every 3rd door opened or every 5 minutes, this can include admin-exclusive items.

-9999 - Zen - No entities will spawn

-50% - Just a Quickie - The Lunar dock/Abomination/Firewall will appear at door 25, the crystal will appear at Door 35, and the ridge will be from Door 35-50. The ending encounter will only require 2 generators fixed and only 1 searchlight will appear.

+50% - We didn't playtest to see if this was possible, it probably isn't - Lockers will not spawn. (Grants lockerless badge if completed)

+20% - How was there a breach? - Turrets will spawn in every room, including Abomination, Firewall, and the Lunar Dock, and some sections of the ending encounter.

+20% - Never Ending - A froger will spawn at door 90 and will rebound infinitely but at a slower speed. (enough time to move to a new room and find a new locker.)

+10% - The snail - A chainsmoker will always be progressing behind you. It moves slower than the player. Letting it pass will not save you as it will respawn behind you again immediately.

+30% - Maintenance Sector - The entire run will be maintenance tunnels (Abomination will occasionally appear and chase you.)

+40% - Jetsuit evaluation site - The entire run will be firewall parkour.

+40% - ...and over and over and over... - Every 2nd room will be the Lunar Dock.

+15% - "Are we in a loop?" - The entire run will be the same keycard-locked room. (The room itself randomized, but will loop for all 100 rooms)

-75% - Well that was quick. - When starting the run, there is a 1/150 chance of the submarine surfacing at the ridge (The -75% only applies if this happens)

-50% - Resistance - Node entities no longer instakill and will deal 30 damage.

+100% - Good luck beating this lol - The run is significantly buffed

  • All node entities will act like blitz and can spawn in dark rooms and after the final encounter.
  • All nodes rebound like Froger, including pandemonium
  • Eyefestation is outraged and can see you through walls/lockers, and has even stronger pull
  • Your walkspeed decreases as you take damage
  • The less health you have, the more blurry your screen gets
  • Abomination, Firewall, and lunar dock will appear, in a random order, back to back, no healing items provided.
    • Searchlights give you less time to react and instakill. Abomination charges give you less time and instakills. Falling into the void in firewall will deal 50 damage.
  • Healing items heal less health and freeze you in place as you use them.
  • Spr-INT's speed increase also makes controlling your character harder.
  • Locked rooms spawn more, and require a passcode.
  • Hijacked speakers can spawn anywhere.
  • Turrets rotate faster and fire faster.
  • Good people instakill
  • More generators will be broken in the ending encounter.
  • Pandemoniums minigames are harder and he can see through walls.
  • Anti-personnel landmines spawn more often and can appear semi-transparent.
  • Light sources will break lights in light rooms.

Made these for fun.

reddit.com
u/Delicious_Light_4716 — 19 hours ago

Modifier ideas

Night 6 - After Door 30, Pandemonium variants will spawn and become more common, once in the ridge, pandemonium variants will be the only node spawns.

Minigame? When? - At a random door between door 70 and 115 (End of the ridge), all angler variants are replaced by Pandemonium variants.

Double Whammy - 2 nodes will spawn every light flicker, with random delay between arrivals.

Grand Grand encounter - Node entities will be able to spawn in the Lunar Dock, Maintenance tunnels, and Jetsuit Evaluation Course

Extra Maintenance - Generator minigames now have smaller click-zones and faster turn speed.

Generator maniac- Every generator in Lunar dock and the ending encounter will need repairing, regardless of player count.

Generator Hell - Every generator in the Lunar Dock and Ending Encounter will need repairing, and will have smaller click-zones and faster turn speed.

Generators, generators everywhere. - 1-3 Generators will spawn occasionally in normal rooms, and must be fixed to proceed.

Tighter Security - Every room will require a keycard or password.

Tightest Security - Every room will require a password AND a keycard, including sub-rooms.

We aren't sure if this is even beatable - Doors to new rooms can spawn with code breacher only doors.

The more the deadlier - Grand encounters are buffed

  • There are now 2 searchlights in the Lunar Dock.
  • there will be a 2nd firewall in front of the player in the Jetsuit evaluation course that the player must not run into.
  • There will be a slow moving pandemonium chasing you during abomination that disappears upon completion of the chase.
  • there will now be a total of 6 searchlights in the ending encounter.

So easy - Angler's variants no longer spawn.

We outta wall dwellers - Wall dwellers no longer spawn

Ink begone - Squiddles no longer spawn

I'm not taking these sneakers off - Walkspeed is increased.

I am sneakers o' toole - Walkspeed is significantly increased

I'm losing control - Walkspeed is increased even more, however, controls will be harder to use.

No wonder there was a security breach - Turrets no longer spawn.

Bad people - Good people no longer spawn

On vacation - Eyefestation and gauntlets no longer spawn

No more minigames - Pandemonium will not spawn.

Skipped - Abomination, Firewall, and Lunar dock will not appear, but an additional 50 rooms are added, and the ridge is 2x longer.

PDG malfunction - You can no longer have your PDG detonated.

Airless - Underwater rooms now require oxygen to be refilled periodically, similarly to mantle extraction. Does not include grand encounters.

Need more air - Underwater rooms require oxygen to be refilled, including grand encounters.

Neurotoxins - Oxygen is required even outside of flooded rooms.

Back where we started - There is a very slim chance that you will be teleported to the starting dock and must complete the run again. Regardless of progression.

reddit.com
u/Delicious_Light_4716 — 2 days ago

wouldnt it be cool if there were a gamemode with multipel exr-p parties

we know that there are multiple teams of EXR-P sent to the blacksite, but the other teams are only there as ambience in-game. So what if, there were a gamemode, where a group of players enters a run, and are divided into teams and spawned at different docks, and had their own area of hte facility they venture through.

Whichever team gets the crystal and reaches the end first gets a win, and the other teams, if they dont find their way to the ending in time, end up in whats basically endless mode.

and the room generation could also merge two teams by guiding one team into the rooms of antoher and making one bigger group.

Would be a cool idea i think but probably would be difficult to pull off without a big mess of bugs.

reddit.com
u/Delicious_Light_4716 — 9 days ago

old pressure

Is it just me or is looking at old videos of pressure (like, pre-worth the wait part 1) and feel kind of sad?

I was looking at old footage from when I started playing back in 2024, and it just made me feel kinda sad, the game is still good, i just feel kind of sad that theres no way of reliving the older game, i heard there was spposed to be like a 'legacy' gamemode or something but idk how true that is, it would have been cool to play the older version again as it was back then.

reddit.com
u/Delicious_Light_4716 — 9 days ago

An alternate grand encounter for the end of the game i thoguht of

I posted yesterday a concept for a mid-run grand encounter with a blue whale with the eyefestation mechanic

Encounter

After navigating through the ridge and reaching the airlock, HQ has you equip a HydroGlide unit and go outside and fix generators like normal, but this time, no searchlights appear, and you only fix 3 gens and activate the canon and the breakers (the threats such as the burning things still exist and the parasites). As you approach the airlock, you hear painter's voice on the Comms mask (you dont hear it if you dont pick the mask up, but the encounter still happens.) and the airlock doors are locked.

Phase 1

HQ informs you that you will have to wait for Urbanshade officials to arrive to decommission Painter and unlock the airlock. Then Abomination appears and begins chase.

This chase is similar to the abomination chase from the other concept, with you having to dodge charges from the abomination, while an eyefestation tries killing you, using the gliders light to flash it and ward it off temporarily. This chase will be harder though as there are obstacles, as your forced to route through flooded rooms and caves too.

Eventually you managed to kill off abomination by making it ram into a wall, creating a hole in the wall in which you enter and find an elevator being the only open door.

Phase 2

Phase 2 depends on the mid-run encounter you had besides searchlights or abomination. (The Whalefestation encounter or Firewall)

Jetsuit Evaluation Course.

If you DID NOT get firewall in the mid-run encounter, the jetsuit course will appear at the bottom of the elevator however, its harder. The entire course is collapsing as you make your way through the course. The firewall isn't activated right away due to the crumbling building, but thats the hazard, platforms are crushed by debris and you have to react quick to avoid falling into the pit or being crushed. (Touching the pit will act like normal firewall, bouncing you back up and dealing damage.) Getting on a platform as debris falls on it will kill you instantly as you get crushed.

Some platforms are malfunctioning and move as you navigate, meaning you have to aim a bit better. The monkey bars act somewhat differently, when you grab onto one, you hold onto it until you press space, when holding on, your jetsuit automatically swings it, you just have to aim and press space and you will jump in the direction your facing.

Once your about halfway through the course, the firewall will activate, forcing you to also evade the speeding wall of fire. Once you reach the bridge at the end, it collapses and you fall into a pit, moving onto the next phase.

Whalefestation

If you DID NOT get the Whalefestation encounter mid-run, the elevator takes you to a hallway connecting to the lunar dock. Some of the equipment has failed and water begins pouring in from the ceiling, shelves toppled and block free movement. You must navigate to the exit, which is at the end of a maze of toppled shelves and crates. Whalefestation makes its way into the dock and lingers above in the water. It will "blink" signalling your chance to move, as its pull is too strong and cant be resisted for more than 2 seconds at once. Each blink lasts about 5 seconds, and you can use it as an opportunity to move to another safe spot.

Once you reach the middle of the dock, the rest of the machinery fails, and you have to navigate under water hiding in shipping crates. Eyefestation will appear at the door of these crates and you use a flash beacon to ward it off. (A High-Grade flash beacon is found at the start before the phase starts. for clarification, this is the one from the hunted that has infinite uses. Normal flash beacons do work here too)

When you reach the exit, an animation plays of the player opening the checkpoint door and stepping through, not seeing a hole in the floor and falling through.

Phase 3

After falling from the previous phase, you are in a lower segment of the facility, its dark and quiet This phase is slower paced, but requires you to pay attention, as anglers and void mass lockers are a threat here.

The rooms here all have windows in the wall or roof, or are flooded. (randomly generated). HQ informs you that the emergency generators are about to fail, and that a Vultus Luminaria is near where you are. When you enter the first room (it will always be a long room with tall windows on the right-hand side), a searchlight will appear, looking into the room, you use props as hiding places, the searchlight does not move, but the lights move randomly. You will have to make it past 6 rooms, the 2nd, 4th, and 6th rooms have keycards. After the 2nd keycard door is opened (The last 2 rooms), the lights in the facility go out entirely.

Angler and its variants can spawn here. (Not pandemonium) there are many lockers guaranteed in every room, although one or two may have puddles of void mass. (If the room is flooded, there will never be void lockers)

Once you open the final keycard door, you will find yourself in the dock you started in. (Whichever dock you started the run in will spawn again here.) and a submarine will surface.

Once you enter, the run ends and you get a win.

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u/Delicious_Light_4716 — 9 days ago

Concept for if you could unplug painter instead of rescue him and rescuing painter additional threat or something

  • The painter room is no longer always guaranteed at door 28-ish, and instead, will spawn anywhere in the blacksite at random. (right now i rarely see it before door 28 so im guessing its rare to spawn before then)
  • upon reaching painter, you have the option to unplug painter or rescue him. Rescuing him plays the usual animation. Unplugging him, the animation is the player reaching behind the computer and disconnecting the power cord.

"Rescueing" painter

As of right now, The only thing rescuing painter does is disable his threats (Speakers, fake doors, firewall, etc.) And i think it would be cooler if there were more threats as a punishment for doing it.

  • Sebastian becomes a threat. After rescuing painter, depending on if you are before or after sebastians shop, you will have a few minutes before he comes rushing down a hallway from the shop, anyone not hiding in a locker or side room or that is in painters room will be killed by sebastian. After this, there is a small chance for sebastian to appear (similar to node monsters) and he will be looking for you. He will rarely check side rooms, lockers and beds are safe. If you are caught by sebastian, you will be put in a minigame where you escape from his grip by pressing buttons in a certain order. Pressing the wrong button will lower your energy and if you run out of energy, sebastian kills you. Winning this minigame you punch sebastian stunning him and you can run into any side room or locker and he will leave. (This is a rare encounter and not often, the only guaranteed sebastian encounter is the few minutes after rescuing painter.)
  • The painter threats are disabled like usual. and sebastian will always kill you at the end of the ridge. Sebastian will not appear to attack in the ridge except during the cutscene.

Unplugging painter

An alternative to rescuing that disables the painter threats temporarily.

  • Upon unplugging painter, sebastian will say his normal lines 'kid you okay' etc. The threat of sebastian is nonexistent though unlike rescuing painter.
  • All painter threats are disabled entirely for 25 rooms including grand encounters.
  • After these 25 rooms, all of painters threats are re-enabled, as sebastian re-plugged painter back in.
  • However, painter would be mad at you and now his threats are more dangerous.
    • Fake doors are more common, and all visual cues are disabled.
    • Turrets rotation speed increases, and they are more persistent after spotting you (when you are spotted by a turret and hide, it turns away and turns back quickly to "double check", this double checking happens additional times.
    • Gauntlets now feature an outraged eyefestation instead of enraged.
    • Speakers in the ridge have higher range and faster kill-speed.
    • Firewall moves slightly faster
    • mid-run searchlights now has more broken generators than usual, and theres a rare chance for a 2nd searchlight to appear after fixing a few generators
    • Painter can mess with the NAVI screens, making the real door appear as an unenterable door (the one with the '- - -' on it) and the door with a number a fake door. (The real door can be differentiated because the - - - will look off. and will open when you approach it.)
  • Completing the game with these buffs gives you a 1.5x kroner multiplier.
  • all threats are automatically re-enabled and buffed at the ridge, even if 25 doors haven't passed.
  • Reaching the end of the ridge after unplugging painter will grant you a badge 'Merciful'

This is just ideas i thought would be cool to add.

reddit.com
u/Delicious_Light_4716 — 11 days ago